Battle Academy 2: Eastern Front - End of Early Access

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Surtur
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Battle Academy 2: Eastern Front - End of Early Access

Post by Surtur » Wed Aug 20, 2014 9:35 am

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After months of intense testing and playing sessions by the Battle Academy 2 early adopters, we are happy to announce that the successful Early Access program is coming to an end, as we will be taking down the Early Access package from our stores next Monday. This will be your last chance to get the Early Access version of Battle Academy 2!

It has been a great ride and we would like to thank all early access contributors who provided great ideas and useful feedback to make Battle Academy 2 the best game it can be. We truly could not have done it without your support. Most of all we hope you had a lot of fun doing so and will continue to enjoy the game post release.

Of course the end of the Early Access phase does not mean we will stop working on the game. We will continue to support Battle Academy 2 and offer updates and patches where needed in order to improve your Battle Academy experience.

Battle Academy 2 moves the action east – to the bloodied plains of Mother Russia. When a gritty new look, great new features, and random mission generation meet battle-proven gameplay you can be sure of a strategy classic! Experience the brutal campaign from both sides as you play across 4 campaigns – as partisan, Tiger, T-34 and dozens of other accurately modeled units. See how the harsh weather of the steppes changed the course of the war.

Battle Academy 2: Eastern Front title almost ready to roll out will be released on September 12th. You can find more information on the game from the official product page.

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kosepote
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Re: Battle Academy 2: Eastern Front - End of Early Access

Post by kosepote » Wed Aug 20, 2014 4:45 pm

Please make flare grenade to use at night. Can function like the smoke grenade. Love this game!!!!

pipfromslitherine
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Re: Battle Academy 2: Eastern Front - End of Early Access

Post by pipfromslitherine » Wed Aug 20, 2014 6:08 pm

kosepote wrote:Please make flare grenade to use at night. Can function like the smoke grenade. Love this game!!!!
It's not something we are planning to add at the moment, but as with many things, it could easily be modded in to a campaign or mission where it added some good strategic choices.

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dundas61
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Re: Battle Academy 2: Eastern Front - End of Early Access

Post by dundas61 » Fri Aug 22, 2014 10:23 pm

Is it possible to slow the vehicle movement a bit to make it a bit more realistic please?

Also, the animation when infantry get killed - can you modify it so they don't jump up in the air before they fall down dead?

robbyivens
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Re: Battle Academy 2: Eastern Front - End of Early Access

Post by robbyivens » Sat Aug 23, 2014 3:40 pm

The new music by the opening scene is great , but in game I find it annoying after a while just like BA1. The original background fire noise was much better and added greatly to the atmosphere of the game.
A pitty it's gone.

kosepote
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Re: Battle Academy 2: Eastern Front - End of Early Access

Post by kosepote » Sat Aug 23, 2014 8:15 pm

I can't change number of turns in skirmish. Try to play symmetric. It worked before the latest patch. Great music!!!

scole
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Re: Battle Academy 2: Eastern Front - End of Early Access

Post by scole » Sun Aug 24, 2014 10:59 pm

Really happy to see the Eastern Front version and like a lot of the rules over the original BA.

One item for both BA West Front and BA2 East Front that lessens the realism of the game engines is the common tactic of moving halftracks, AA gun flatbeds, and even trucks forward to draw OP fire before sending in the tanks. I do like some of the scenarios in East Front in which destroying different units earn victory points. For ease of programming maybe jack up the VPs for trucks and other support vehicles, even over the panzers. A side may win the immediate battle but if all their transport is destroyed it's a long walk to the next mission. Either that or (harder to program) a morale check.

My personal rule is imagining myself as a truck driver. If ordered I'll deploy my troops close to the front and take risks but if ordered to charge into the face of enemy armor to draw fire then it's not happening...

robbyivens
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Re: Battle Academy 2: Eastern Front - End of Early Access

Post by robbyivens » Mon Aug 25, 2014 10:50 am

yes , I agree with Scole.
In reality moving ahead of the main battle group are the scout units.
But drawing OP fire with cheap units is a common tactic used by multi-players.
I also find it not fair and in the spirit of realism.
But I don't see how the game designers can counter that.

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Re: Battle Academy 2: Eastern Front - End of Early Access

Post by pipfromslitherine » Mon Aug 25, 2014 3:45 pm

kosepote wrote:I can't change number of turns in skirmish. Try to play symmetric. It worked before the latest patch. Great music!!!
I will check it out. Thanks!

Cheers

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IainMcNeil
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Re: Battle Academy 2: Eastern Front - End of Early Access

Post by IainMcNeil » Thu Aug 28, 2014 4:40 pm

We've made a few changes to the reaction fire works. Suppressed vehicles lose most of the Action points and often will not be able to move, meaning they cannot drain as many shots from the enemy. Many scenarios score you on your casualties and half tracks/trucks are worth quite a lot of points so losing them has consequences for your score. Truck have had their view range reduced to 1 tile so they cannot see the enemy. If you put your tanks on hold fire, they will not shoot unless they are spotted. This means they wont fire until the truck is adjacent to them, making it almost certainly a 1 shot kill so reducing the wasted shots.

Its a balancing act though because if you don't react to transport units then worse exploits appear. You can love forwards, drop off troops and retire without getting shot at.

enric
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Re: Battle Academy 2: Eastern Front - End of Early Access

Post by enric » Thu Aug 28, 2014 5:07 pm

IainMcNeil wrote:We've made a few changes to the reaction fire works. Suppressed vehicles lose most of the Action points and often will not be able to move, meaning they cannot drain as many shots from the enemy. Many scenarios score you on your casualties and half tracks/trucks are worth quite a lot of points so losing them has consequences for your score. Truck have had their view range reduced to 1 tile so they cannot see the enemy. If you put your tanks on hold fire, they will not shoot unless they are spotted. This means they wont fire until the truck is adjacent to them, making it almost certainly a 1 shot kill so reducing the wasted shots.

Its a balancing act though because if you don't react to transport units then worse exploits appear. You can love forwards, drop off troops and retire without getting shot at.
I was also trying (BA1) a similar mod to avoid using trucks to trigger reaction fire.
"they will not shoot unless they are spotted ",i.e., adjacent, but this creates a new problem, in my opinion, and test, that is using a loaded truck approach to a tank without receiving fire, then unloading the engineers or infantry on the side or rear of the tank and.... , I discarded this because the tanks become very vulnerable.

Maybe the reaction fire should take place two tiles away, avoiding the truck unloading the infantry adjacent (rear,side of the tank)

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